Removal of Healthscanners, introduction of Bioscanners Discussion thread

ngl, this system would work great with an injuries/brain based medical, but aslong as we have treshhold medical this med scanner rework doesn’t really do much other than be a bit of a pain in the ass

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Wait, shouldn’t this mean Medbay will need white, medbay themed Geiger counters?

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Why? They can just use the health an-

I mean, they can still use the bioscanner.

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That’s going to irradiate people too!

Significantly less, and even less so when Science upgrades it! Plus, chemistry can make potassium iodine with ease. Just make sure you bug them early into the round. I swear to God if you make it yourself when a chemist is in there hard at work!

seeing how many people dislike this, ALONGSIDE the recent (and also controversial) medibot re-work, I think it’d be a pretty bad change for medical to rework another mechanic somewhat needlessly.

I don’t see how increasing the time it takes to receive or diagnose somebody would lead to better rp. Legitimately, when has anyone ever griped about health scanners being anti-rp? It’s a silly problem that I’ve never seen.

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They are trying to simulate Chinese trauma center for OSHA violations.

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gonna be honest, the horrible downwards spiral of balancing such as this, medibot beakers, nuking virology, ruko’s storage shittification, etc is one of the main reasons I don’t really play here anymore

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Bioscanner has been merged! Therefore feel free to use this as the discussion/feedback thread on how you feel about it and any changes you might recommend after playing with it for a couple of rounds.

this, it’s just more and more coders removing from the game without adding anything.

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I just played a round with this, and I’m seeing the future of medbay as very bleak. No one wanted to play and just about every doctor but one either cryoed or changed jobs. I really think that this should’ve gotten player feedback in round before being speedmerged, and it’s kind of sad that there seem to be more speedmerges lately without any troubleshooting.

Coughs in oversight on printing more as well as echo not having a machine.

Also, a lot of medical personnel seem to be more inclined to leave medical over this. Whether or not it’s a good or bad idea, I worry for balancing in jobs as a result of it.

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Alright, so… Let’s see… This didn’t get test merged and this got full merged, I don’t like that. Health Analyzers cause radiation damage and I don’t like this for three big reasons.

  1. If a new doctor is used to other servers or doesn’t know what they’re doing, they will scan them repeatedly. Causing damage to them without realizing and possibly killing a lot of patients.
  2. THIS IS LITERALLY A SYNDICATE ITEM!! A rad scanner already exists, so now you’re kinda just giving tots a free item to use whenever. And invalidating the rad scanner that DOES exist.
  3. YOU HAVE TO RESEARCH THE BIOSCANNER TO BEGIN WITH. This feels reversed. If you’re going to have a shittier version of the bioscanner from normal, why don’t you just have bioscanners start IN medical, you slowly work up to normal health analyzers with research WITHOUT any of the radiation, and then finally get all the way up to the advanced analyzers? This feels like removing things for just… Removing things. It makes things more tedious, less fun, and more potential to cause more harm then do good.

Anyhow, I think this server is suffering too much from too many things getting removed instead of being REPLACED. While I think the medibot change was fine in my opinions, as well as the virology removal, this feels WAY too much. I would much rather see the old version of health analyzers than this… Weird medbay bioscanner stuff. Additionally, it seems a lot of people in this thread weren’t excited for this to begin with. So, my question is: Why did this get speed merged? And not test merged since this is such an obviously controversial merge? I’m hoping the change gets reverted soon or gets improved on, because right now, medical players (including myself) don’t like this change, with it trivializing medbay when medical usually gets overrun with patients.

EDIT: Actually, I’m gonna add an idea real quick I had. If you ACTUALLY want to make patients roleplay, here’s a quick and simple fix. Instead of normal health analyzers telling you where burn and brute damage is… Don’t have it do that. Just say how much damage so you can have the patient describe where the pain is, and then advanced health analyzers actually tell you where all the pain is. And again, while the rad damage might permanent… I still don’t like this change at all.

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I really do hope burdensome additions and removals won’t become a standard for future bee development
While i do look forward towards the hard work being done and appreaciate all the effort im just a little worried…

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It’s called appealing to the /tg/ audience

Already the case

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Also it was bugged, its on every map by default and unlocked to be printed by default.

The round that blueue was talking about was affected by the bug and literally had no way to diagnose rip.

I like this, having it so that health scanners are a bodypart specific targetted thing could be neat. The main issue with communicating damage via talking is that its hard to say if you are injured on the left arm or right arm.
Also if you are wearing a health scanner, simplified bodyzone targeting will highlight damage for you when you attempt to heal someone’s brute/burn. I think those basic damage types are fine enough to show quickly to someone and the role of the health analyser could be adapted to be for those very simple types of damage.

“my left arm is fucked.”
“my right arm is fucked.”
“im fucked”

Seems pretty easy to me? Am I missunderstanding something?

The bioscanner is being tweaked, there will be a new PR/Update in a couple of hours adressing some concerns

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Determining which one is the left and which one is the right hand is not super intuitive and requires a lot of thought on both sides.